3D Internet Report - Final

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A

Seminar Report
on
3D Internet
By
Tosha Naik
(201103100910033)
Submitted in
Partial fulfillment of the requirements for the degree of
BECHLOR OF TECHNOLOGY
In
Computer Engineering
Under the guidance of
Prof. KINJAL MISTREE
Assistant Professor
Department of Computer Engineering/Information Technology
CGPIT, UTU, Bardoli, Gujarat





Chhotubhai Gopalbhai Patel Institute of Technology
Uka Tarsadia University
Bardoli - 394350
May 2014
CERTIFICATE


This is to certify that seminar work embodied in this report entitled 3D Internet
as carried out by Ms. Tosha P. Naik (201103100910033) in 6
th
semester, for
partial fulfilment of Bachelor of Technology in Computer Engineering at
Chhotubhai Gopalbhai Patel Institute of Technology, to be awarded by Uka Tarsadia
University. This seminar work has been carried out under my supervision and is to my
satisfaction.

Date:
Place:

Guide:

Prof. Kinjal Mistree
Assistant Professor
Department of CO/IT
CGPIT, UTU, Bardoli.

Sub-Guide:

Prof. Vibha Patel
Assistant Professor
Department of CO/IT
CGPIT, UTU, Bardoli.






Prof. Devendra Thakor
Head, Department of CO/IT
CGPIT, UTU, Bardoli

Chhotubhai Gopalbhai Patel Institute of Technology
Uka Tarsadia University
Bardoli 394350

III
ACKNOWLEDGEMENTS
I would like to take this opportunity to bestow my acknowledgements to all
the persons who have directly or indirectly been involved with us in making my
seminar feasible and to run it up into a successful piece of work.
A report as all encompassing as this is never the work of one or two people
laboring in quiet solitude. It is the product of many hands, and countless hours from
many people. My thanks go to all those who helped, whether through their comments,
feedback, edits or suggestions. I express a deep sense of gratitude to the Head Of The
Computer Department, Prof. Devendra Thakor and guide Prof. Kinjal Mistree who
have helped me throughout my seminar.



















IV





ABSTRACT
Also known as virtual worlds, the 3D Internet is a powerful new way for the people to
reach consumers, business customers, co-workers, partners, and students. It combines
the immediacy of television, the versatile content of the Web, and the relationship-
building strengths of social networking sites like Facebook. Yet unlike the passive
experience of television, the 3D Internet is inherently interactive and engaging.

Virtual worlds provide immersive 3D experiences that replicate (and in some cases
exceed) real life. People who take part in virtual worlds stay online longer with a
heightened level of interest. To take advantage of that interest, diverse businesses and
organizations have claimed an early stake in this fast-growing market. They include
technology leaders such as IBM, Microsoft, and Cisco, companies such as BMW,
Toyota, Circuit City, Coca Cola, and Calvin Klein, and scores of universities,
including Harvard, Stanford and Penn State[3].




V
TABLE OF CONTENTS
Acknowledgements......III
Uka Tarsadia University .............................................................. 2
Bardoli - 394350 ........................................................................... 2
Uka Tarsadia University .............................................................. 3
Bardoli 394350 .......................................................................... 3
1. INTRODUCTION ........................................................... 1
1.1 DEFINITION ........................................................................................................... 1
1.2 WHAT IS 3D INTERNET? ..................................................................................... 2
1.3 WHAT IS INERNET OF THINGS? ....................................................................... 2
1.4 WHY 3D INTERNET? ............................................................................................ 3
2. VIRTUAL WORLDS ..................................................... 4
2.1 TECHNOPEDIA EXPLAINS VIRTUAL WORLD .............................................. 4
3. EVOLUTION OF INTERNET ...................................... 6
3.1 Web 1.0: ................................................................................................................... 6
3.2 WEB 2.0 ................................................................................................................... 7
3.3 WEB 3.0 ................................................................................................................... 8
3.4 DIFFERENCE BETWEEN WEB1.0, WEB2.0 AND WEB3.0 .............................. 9
3.5 WEB 3D ................................................................................................................. 10
4. WORKING OF 3D INTERNET ................................. 11
5. CASE STUDY ................................................................ 14

VI
6. APPLICATIONS, EXAMPLES AND OBSTACALES
16
6.1 APPLICATIONS: .................................................................................................. 16
6.2 EXAMPLES: ......................................................................................................... 17
6.3 OBSTACLES OF 3D INTERNET: ....................................................................... 17
7. ADVANTAGES AND DISADVANTAGES ............... 19
8. FUTURE OF 3D INTERNET ...................................... 20
9. CONCLUSION .............................................................. 22





VII
LIST OF FIGURES
Figure 3.1: Evolution of Internet.........................................................................6
Figure 3.2: Summary of web 1.0/2.0/3.0.............................................................9
Figure 4.1: Architecture of 3D internet.............................................................12
Figure 6.1: Google Goggles.................................................................................17







VIII
ABBREVIATIONS
HTML Hyper Text Markup Language
XML Extensible Markup Language
DNS Domain Name System
SOA Service Oriented Architecture
CGI Computer Graphics Imaging

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1. INTRODUCTION
Solitary surfing, status staring in Facebook, returning wrong size web shop purchases
all this are soon history. 3D Internet makes virtual communities and collaboration being
and doing together possible. 3D Internet is the next wave after the current 2D web. 3D
Internet consists of interconnected services, presented as virtual worlds. Virtual worlds are
3D environments user enters with avatar. Virtual worlds may be considered as advanced web
sites and avatars as user profiles. The difference lays in collaborative content creating where
user is part of building his virtual experience together with other users avatars and service
provider[3].

Virtual worlds can be based on an existing, real place (e.g. Oulu) or a fictional place
(e.g. Middle Earth from J.R.R Tolkiens novels). A virtual world can hold a service for the
users, much in the same way as a web server in the 2D web. Mass breakthrough of the 3D
Internet is projected by the year 2015. Today, World of War craft, Second Life can boast over
200 million users. When the use of the 3D Internet expands from recreational use to business,
education, medicine spans the real world these numbers will shoot rapidly[3].

1.1 DEFINITION
3D Internet gives the internet services and users a shape. Internet of Things connects
the items of our environment and enables monitoring and maintenance over the Integrated,
3D Internet and Internet of Things may change our perception of the world.

The essence of 3D Internet is to give the services a shape using networked 3D
graphics. In 3D Internet, the user is depicted by his/her avatar. This results in a strong
presence of the users. The services are networked using teleports, thus the 3D Internet and the
current web are rather similar in technology[3].

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1.2 WHAT IS 3D INTERNET?

The essence of 3D Internet is to give the services a shape using networked 3D
graphics. In 3D Internet, the user is depicted by his/her avatar. This results in a strong
presence of the users. The services are networked using teleports, thus the 3D Internet and the
current web are rather similar in technology. In the 3D Internet connecting to other users is
easy, as the avatars visualize the users seeing other users at the same service one is using -
common interests - makes connecting, communication and sharing views natural.

3D Internet will rely on the same basic technology and components as that of a
traditional browser, and it will interact with the same search engines and servers. Aside from
the use of 3D computer graphics and personalized avatars, the important difference lies much
more social experience compared to the two-dimensional in a Internet of today.3D Internet is
incredibly social. If you're reading a document, you can see other people reading the same
document. You connect organically with other people that share your interests and consume
the same services that you do[3].
1.3 WHAT IS INERNET OF THINGS?
The Internet of Things consists of items in our everyday environment with inbuilt
communications chips connected to the Internet.These items can be buildings, machines,
electrical appliances, foodstuff - you name it! As communications chips and their power
consumption have shrunk, it has become natural to equip items in our everyday environment
with these chips[3].

Once the items in our environment are connected, it is possible to monitor their state
and control them via different devices. In a simple example you may want to ask your living
room lamp whether you forgot to turn it off when you left for Hawaii and then turn it off if
necessary, all via your mobile device. A little more complexity is involved when your fridge
tells you how many and how fresh eggs are left when you are pondering on buying some at
the local store. The Internet of Things makes monitoring the state of our environment and
reacting to it - even automatically - very natural and easy[2].
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1.4 WHY 3D INTERNET?
Where we communicate with each other, get our news, shop, pay our bills, and more.
For e.g., everyone has business ideas but their thoughts dont reach entire globe. Though
there is internet connecting worldwide due to language barrier its not possible. The best
alternative for this problem is preparing animations using 3D Internet which depicts whats in
their mind irrespective of the region and language[2].

However, if we stop and think about the nature of the Internet for a moment we
realize that it is nothing but a virtual environment (cyberspace) where people and
organization interact with each other and exchange information. Once this fact is well
understood, the question can be turned on its head and becomes why do we restrict ourselves
to 2Dpages and hyperlinks for all these activities? i.e. In 2D environment what we are using
right now if we have done our shopping may be some dissatisfaction at some corner whether
it suits or not but in 3D our avatar is present we can check with that avatar and can have a
feel of shopping[2].

Navigating hierarchical data structures is often cumbersome for large data sets for
e.g. there are some concepts that are difficult for students to understand. With the help of 3D
Internet concepts are in 3D that is with animation how it is works is shown clearly than it can
understand easily[2].








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201103100910033 4


2. VIRTUAL WORLDS
A virtual world is a computer-based online community environment that is designed
and shared by individuals so that they can interact in a custom-built, simulated world. Users
interact with each other in this simulated world using text-based, two-dimensional or three-
dimensional graphical models called avatars. Avatars are graphically rendered using
computer graphics imaging (CGI) or any other rendering technology. Individuals control their
avatars using input devices like the keyboard, mouse and other specially designed command
and simulation gadgets. Today's virtual worlds are purpose-built for entertainment, social,
educational, training and various other purposes[4].
All virtual worlds possess the qualities of persistence and interactivity. This enables
the users to explore the inherent benefits of socialization and allows them to study human
nature and user-abilities. A virtual world may also be called a digital world[4].
2.1 TECHNOPEDIA EXPLAINS VIRTUAL WORLD
Initially, virtual worlds were limited to text and document sharing such as in chat
rooms and through conferencing systems. With the advancement in two-dimensional and
three-dimensional graphics rendering technologies, graphical models called avatars became
the hallmark of virtual worlds. Today, virtual worlds depict a world very similar to reality,
with real-world rules and real-time actions and communications. Avatars are real-world or
fictionally adapted personalized characters that depict humans, pets or other imaginary
characters that inhabit virtual worlds. Today's avatars are three-dimensional, interactive icons
that exist in realistic virtual worlds.Virtual worlds are a relatively recent phenomenon and are
very popular with youth, with three times as many young people than adults populating
them[4].


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201103100910033 5
There are two types of virtual worlds :
Entertainment Based :
The launch of multiplayer 3-D games in the 1990s gave birth to new advancements in
interactive virtual worlds. In this category of virtual worlds, users play games through
their avatars. These virtual worlds are strongly influenced by fantasy, science fiction, and
anime genres of literature and film .Entertainment-based virtual worlds represent the
majority of virtual worlds in existence today[4].
Social Interaction-Based :
Focuses on user interaction, education and training through simulated worlds. These
worlds offer a more open-ended experience such as exploring landscapes, playing
adventurous sports, socializing with communities, taking part in political debates or
experiments, attending educational sessions, training in a simulated environment and
countless other virtual possibilities. Although younger than gaming worlds, these social
virtual worlds are quickly gaining popularity, particularly in educational, political,
commercial and military organizations[4].









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3. EVOLUTION OF INTERNET
The evolution of the Internet has brought about an expansion of the communication
era which was not possible in the past. The Internet connects people from all parts of the
world with minimal effort[1].
Figure 3.1 Evolution of Internet

3.1 Web 1.0:
Web 1.0 is the first state of World Wide Web which was in the basic Read Only
hypertext system. According to Wikipedia Web 1.0 is a retronym which refers to the state of
the World Wide Web, and website design style before the Web 2.0 phenomenon, and
included most websites in the period between 1994 and 2004. Web 1.0 has the following
characteristics:
They use basic html (hypertext mark-up language) for publishing content on the internet.
These are static web pages.
They have Read-Only content.
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201103100910033 7
The web master is solely responsible for updating users and managing the content of the
website.
They do not support mass-publishing.
Webmaster manually assigns all the hyperlinks to the content of the web page.
The contact information provided by Web 1.0 is email, fax, phone number and the
address.
They use framesets.
The Web 1.0 pages can only be understood by humans (web readers). They do not have
machine compatible[1].

3.2 WEB 2.0
Web 2.0 encourages creativity, communication and networking among the internet
users. It is the read write networking platform where the internet users will be able to interact
and communicate among each other. Web 2.0 uses XML over HTML which makes it user
friendly and machine compatible. Wikipedias definition, Web 2.0 is the business revolution
in the computer industry caused by the move to the Internet as platform, and an attempt to
understand the rules for success on that new platform. The characteristics of Web 2.0 are:
Web 2.0 promotes user interaction and communication where web masters and the users
could network in a better way.
It uses SOA (Service Oriented Architecture). The examples of SOA are RSS feeds, web
services which defines how Web 2.0 application exposes functionality.
Web 2.0 is all about social web. Social networking sites, blogging, podcast, wiki all
come under this. The social web service has turned out to be a huge success on the
internet.
It follows the phenomenon that web is open to all. Anyone could be the author and start
their own blog or drop their opinion on somebody elses pages.
Web 2.0 includes technologies like RSS (Rich Site Syndication), wikis, forums,
blogging[1].

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3.3 WEB 3.0
When web 3.0 is used as a development platform, it can deliver a new range of
services Machine-to-machine or brand-to-fan. Web 3.0 is often called a "Web of Things."
Each person or thing has:
A name and address on the web.
A human-readable page that you or a company creates (such as a friend's page on Face book
or a book's page on Amazon).
And machine-readable data that may describe who or what it is, what it wants (such as your
Face book Likes), or what it offers (such as a book tagged for its content about science).
Web 3.0 is also called the "Service Web." A company's service is programmed to
read machine-readable data about people and things, then it uses data-linking to relate a
person or machines needs to relevant things[1].







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3.4 DIFFERENCE BETWEEN WEB1.0, WEB2.0 AND WEB3.0


Figure 3.2 Summary of web 1.0/2.0/3.0

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3.5 WEB 3D
The Web will evolve into a three-dimensional environment. Rather than a Web 3.0,
we'll see a Web 3D. Combining virtual reality elements with the persistent online worlds
of massively multiplayer online role playing games , the Web could become a digital
landscape that incorporates the illusion of depth. You'd navigate the Web either from a first-
person perspective or through a digital representation of yourself called an avatar[6].

The Web will build on developments in distributed computing and lead to true
artificial intelligence. In distributed computing, several computers tackle a large processing
job. Each computer handles a small part of the overall task. Some people believe the Web
will be able to think by distributing the workload across thousands of computers and
referencing deep onto logics. The Web will become a giant brain capable of analyzing data
and extrapolating new ideas based off of that information[6].

The Web will extend far beyond computers and cell phones. Everything from watches
to television sets to clothing will connect to the Internet. Users will have a constant
connection to the Web, and vice versa. Each user's software agent will learn more about its
respective user by electronically observing his or her activities. This might lead to debates
about the balance between individual privacy and the benefit of having a personalized Web
browsing experience[6].

The Web will merge with other forms of entertainment until all distinctions between
the forms of media are lost. Radio programs, television shows and feature films will rely on
the Web as a delivery system.It's too early to tell which (if any) of these future versions of the
Web will come true. It may be that the real future of the Web is even more extravagant than
the most extreme predictions. We can only hope that by the time the future of the Web gets
here, we can all agree on what to call it[6].


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4. WORKING OF 3D INTERNET
3D Internet shares the time-tested main principles and underlying architecture of the
current Internet as well as many semantic web concepts. The operational principles the 3D
Internet shares with its predecessor include open and flexible architecture, open protocols,
simplicity at the network core, intelligence at the edges, and distributed implementation. We
adopt here the terms universe, world, and web place as 3D counterparts of WWW, website,
and sub domain, respectively[5].
We describe each components functionality briefly below:
World servers:
Provide user- or server-side created, static and dynamic content making up the
specific web place (3D environment) including visuals, physics engine, avatar data, media,
and more to client programs. A world server has the important task of coordinating the co-
existence of connected users, initiating communication between them, and ensuring in-world
consistency in real time. They may also facilitate various services such as e-mail, instant
sagging, and more[5].
Avatar/ID servers:
Virtual identity management systems containing identity and avatar information as
well as inventory (not only in world graphics but also documents, pictures, e-mails, etc.) of
registered users and providing these to individual world servers and relevant client programs
(owner, owners friends) while ensuring privacy and security of stored information.
Avatar/ID servers can be part of world servers[5].





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201103100910033 12
Universe location servers:
virtual location management systems similar to and including current DNS providing
virtual geographical information as well as connection to the Internet via methods similar to
SLurl. They can also act as a distributed directory of the world, avatar servers and users[5].
Clients:
Browser-like viewer programs running on users computers with extensive
networking, caching, and 3D rendering capabilities. Additional components of the 3D
Internet include web places (replacing websites) and 3D object creation/editing software, i.e.
easy-to-use design programs such as Sketch-Up and standardized mark-up languages and
communication protocols. Emergence of new software and tools in addition to the ones
mentioned should naturally be expected[5].

Figure 4.1 Architecture of 3D internet
3D Internet
201103100910033 13

Figure 4.1 shows 3D Internet architecture. The 3D Internet shares principles and underlying
architecture of the current Internet as well as many semantic web concepts. The operational
principles the 3D Internet shares with its predecessor include open and flexible architecture.
Others are open protocols, simplicity at the network core, distributed implementation and
intelligence at the edges. Decision making is not only at the centre but at the nodes to make
room for multi application control network that is reliable[5].
















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5. CASE STUDY
This case study is imaginary, but was inspired by the real-life construction of an underground
parking area in Oulu, Finland.

Predicted Challenges:

An underground parking area in the city centre eases traffic solutions and leaves space
above the ground for buildings and parks. However, an underground parking area can be
strange and even frightening to the driver[2].

Efficient use of an underground parking area means different things for the vehicle
drivers, parking area operators and public authorities.For the drivers, efficient use of the
parking area means leaving your vehicle as close as possible to where one is headed and
finding it easily once it is time to leave[2].

For the parking area operators, efficient use of the area means fast entrance and exit
from the parking area as well as a good occupancy rate. To achieve a good occupancy rate,
the usability experience for the drivers at the parking area must be positive[2].

From the viewpoint of the public authorities, the underground parking area must be
safe. Using the parking area must be safe, and procedures for different situations such as
accidents or mass events must be very clear. Optimal use of traffic lights and digital displays
is central in preventing traffic jams in challenging situations[2].

Proposed Solutions:

A general 3D model of the underground parking area is a good starting point. A
general 3D model can be used to visualize location of individual vehicles or people, traffic
flow, occupancy rate, accident or emergency situations and mass events in and around the
3D Internet
201103100910033 15
parking area. However, efficient visualization requires a comprehensive sensor /
communication chip network in the underground parking area. This network includes e.g.
cameras, car proximity and motion sensors and uses different wireless (and wired) solutions
such as WLAN, Bluetooth or 802.15.4 radio with proprietary or preferably IPv6/6LoWPAN
network layer (end-to-end full IP)[2].

Before Bob the Builder is summoned, the 3D model can be used to train the future
personnel of the underground parking area in monitoring, using, servicing and evacuating the
area. Thus the underground parking area can be opened for users as soon as construction
work is ready. Plans may even be altered before construction due to needs spotted during the
pre-construction use of the 3D model. This testing improves the usability- and therefore the
occupancy rate - of the final underground parking area[2].

The integration of the 3D model and the comprehensive sensor / communication chip
network makes it possible to create mobile applications. These applications can aid the
drivers to find a parking place near their destination and guide them back to their vehicles
when leaving or even offer additional services such as a car wash[2].










3D Internet
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6. APPLICATIONS, EXAMPLES AND OBSTACLES
6.1 APPLICATIONS:
Education
3D Internet can be used as a platform for education by many institutions, such as
colleges, universities, libraries and government entities. There are subjects such as chemistry
and English in which Instructors and researchers would favour 3D Internet because it is more
personal than traditional distance learning[3].
Religion
Religious organizations can make use of the 3D Internet to open virtual meeting places
within specified locations[3].
Embassies
We could create embassies in 3D Internet, where visitors will be able to talk face-to-face
with a computer-generated ambassador about visas, trade and issues[3].
Live sport entertainment
Popular forms of live entertainment could also be placed into the 3D Internet. Many
sports allow the users to watch or participate in many popular activities. Sporting leagues like
Cricket, Football, Professional Wrestling, boxing, and auto racing could be placed in the 3D
Internet for users to play in the 3D environment[3].
Arts
In 3D Internet artists could display their works to an audience across the world. This
has created an entire artistic culture on its own where many residents who buy or build homes
can shop for artwork to place there. Gallery openings even allow art patrons to "meet" and
socialize with the artist responsible for the artwork and has even led to many real life sales.
3D Internet
201103100910033 17
Live music performances could also be enabled in the 3D Internet[3].

6.2 EXAMPLES:
Google Goggles:
Anyone putting the Goggles will be immersed in a 3D stereo-vision virtual reality
called 3dLife[1].

Figure 6.1 Google Goggles
3D shopping:
3D Internet dedicated years of research and developed worlds first fully functional and
interactive shopping mall where users can navigate and find themselves in a Virtual shopping
environment[1].

6.3 OBSTACLES OF 3D INTERNET:
Advertisers, marketers and organizations have yet to capitalize on the vast potential of
the 3D Internet. Factors inhibiting the commercial usability of virtual worlds include: The
limited effectiveness of traditional media techniques such as fixed-location billboards when
applied to virtual worlds. In the 3D Internet, participants have complete control over where
they go and what they do and can move their avatars instantly through virtual space.
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201103100910033 18
What is required is a means for making content readily available to people not only at
specific points, but throughout virtual worlds. Because participants have a choice in whether
to interact with an offering, it is essential that it be viewed as relevant and valuable to their
particular goals in the 3D Internet[1].


















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201103100910033 19
7. ADVANTAGES AND DISADVANTAGES
Advantages:
Participants have control throughout the virtual space
Content is readily available
Participants have a choice in whether to interact with an offering
Disadvantages:
Technical difficulties
Not fashionable enough
Time consuming














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8. FUTURE OF 3D INTERNET
Intelligent: able to be adapted to the users with respect to their preferences
(personalization), devices (terminals) and access networks. A Future Perspective on
the 3D Media Internet 307for a good user experience be adapted to the user. It should
be possible for the user to personalize the media objects by annotating, modifying or
creating and sharing it the way they consider appropriate[3].

3D and hepatic: able to be used in many future applications such as realistic
virtual/mirror worlds creation, human representation (avatars), etc. The future media
content will be fundamentally 3D (real-time or not) including visual, sound, and other
sensorial features such as hepatics; it will be able to convey pressure, forces,
vibrations and/or motions to the user, as well as physiological or emotional users
state[3].

Interactive for all different terminals (PC, Set-Top Box, mobile, etc.): The user should
be able to interact with the media objects by modifying and/or render them using
multiple views and perspectives. Real-time interactivity with other users through the
media will be required in order to achieve the maximum level of collaboration[3].

Live or real time (live recording, live performing): the most attractive media types
tend to be preformed or generated in real-time circumstances. Therefore, FIM would
need to facilitate live multimodal media, such as video, events in virtual worlds and
live music performances to users and in addition, enable collaboration in distributed
environments[3].

Cross modal: Future media would need to be intuitively inter-linked and accessible.
Therefore, they need to support cross modal approaches to media creation, retrieval
and consumption. Just as the humans easily identify a song with a film, or smell with
3D Internet
201103100910033 21
particular environment and time, FIM needs to inherently facilitate cross modality of
the content and its tasks[3].

Iteratively and cooperatively negotiated in communities of professionals and
amateurs: The content of FIM should not be limited to professional producers creating
for consumers, but will be created iteratively and cooperatively in negotiations across
multiple communities of professionals and amateurs[3].

Publicly opened and controversial: FM3DI should not be closed, but open for public
participation and even be supportive of establishing communities across controversial
issues and incorporating stakeholders with conflicting interests[3].


Collaboratively edited/filtered: In order to have media professionals making
maximum use of the internet, the media content should be
edited/filtered/written/manipulated in a collaborative way[3].










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9. CONCLUSION
3D Internet, also known as virtual worlds, is a powerful new way for you to reach
consumers, business customers, co-workers, partners, and students. It combines the
immediacy of television, the versatile content of the Web, and the relationship-building
strengths of social networking sites like Face book. Yet unlike the passive experience of
television, the 3D Internet is inherently interactive and engaging. Virtual worlds provide
immersive 3D experiences that replicate (and in some cases exceed) real life[1].
















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201103100910033 23
REFEENCES
[1] www.slideshare.net
[2] www.authorstream.com
[3] www.seminarsonly.com
[4] www.techopedia.com
[5] www.tansu.alpcan.org/papers/Alpcan-3D_Internet.pdf
[6] www.wed3d.org

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